Contents

Dilemmas

A Pattern of Lies

Game Play: The player randomly selects three personnel. Unless at least one of them is a different species than the others, all three are stopped. This card is First Edition compatible. Card number 10C1.

"You people are so used to lying you don't even tell the truth to each other!"

Commander Thy'lek Shran

An Issue of Trust - This card also has a foil version

Game Play: Unless the player has personnel with either the skill of Honor or the skill of Treachery, all of the player's personnel are stopped. If the player has two or more personnel who have the skills of Honor or Treachery, they randomly select all but one of those personnel to be stopped. Card number 10R2.

Game Play: The player randomly selects three people. Unless their combined Strength is greater than 17 or if they have a non-Hand Weapon equipment card, the player randomly selects one personnel for each headquarters mission they command to be placed in their opponent's bring. This card is First Edition compatible. Card number 10R3.

Game Play: The player randomly selects a personnel to be stopped. Unless the player reveals a personnel from hand who has either the skill of Biology or the skill of Geology, the stopped personnel is killed instead. This card is First Edition compatible. Card number 10U5.

"They'll die! You'd let them suffocate? Even if we could prevent it?"

Unknown

Contaminating a Culture

Game Play: The player randomly selects a personnel to be killed. The player may prevent this by placing one of their equipment cards present in its owner's discard pile. This card is First Edition compatible. Card number 10R6.

Game Play: Unless the player's ship has Shields plus remaining Range greater than the number of personnel attempting this mission, they randomly select a personnel to be killed and all other personnel are stopped. This card is First Edition compatible. Card number 10C7.

Game Play: The player randomly selects a personnel to be stopped. Unless the player reveals a personnel with the skills of either Astrometrics or Navigation, the stopped personnel is killed instead. Card number 10C8.

Game Play: Unless the player has personnel with the skills of Engineer, Exobiology and Medical or Leadership, Security and a combined Strength greater than 30, they randomly select a personnel to be stopped and the player's opponent may move up to two dilemmas from beneath one of the player's missions to another non-headquarters mission. Card number 10U9.

Game Play: The player randomly selects a personnel to be stopped. Unless the player reveals from hand a personnel with the skill of Leadership or the skill of Officer, the stopped personnel is killed instead. This card is First Edition compatible. Card number 10U11.

"You've proven a worthy opponent, Captain. I would've preferred to die fighting you, but I suppose I can settle for this."

Silik

Necessary Execution.

Game Play: The player's opponent chooses a personnel to be killed. If the player does not command a completed space mission, the opponent chooses an additional personnel to be killed. Card number 10C12.

Game Play: Unless the player has personnel with the skills of Medical and Science or 3 Security, the player randomly selects a personnel to place on the bottom of his or her owner's deck. If that personnel has the skill of Anthropology, the player randomly selects an additional personnel and places that personnel on the bottom of his or her owner's deck. This card is First Edition compatible. Card number 10R14.

Game Play: Unless the player has personnel with the skills of Astrometrics, Engineer, and Navigation or Leadership, Officer, and a total Cunning greater than 28, all of the player's personnel are stopped and this dilemma is placed on the player's ship. When on a ship, this dilemma reduces the ship's Range by two.

"Somebody got in here and disconnected it from the primary antimatter feed.

Commander Charles Tucker III

Stand-Off

Game Play: Unless the player has personnel with the skills of Anthropology, Diplomacy, and Honor or Law, Security, and a total Strength greater than 28, the player randomly selects a Leadership personnel to place in their opponent's brig. All other personnel are stopped. This card is First Edition compatible. Card number 10C16.

Game Play: Unless the player has personnel with the skills of Biology, Exobiology, and Medical or Officer, Security, and a total Strength greater than 28, the player randomly selects four personnel to be stopped and then this dilemma is placed on the player's ship at this mission. While on a ship, at the start of each turn, the player randomly selects a perosnnel on this ship to be killed. This card is First Edition compatible. Card number 10C17.

Game Play: Unless the player has personnel with the skills of 2 Diplomacy and Leadership or Programming, Science, and Transporters, the player's opponent places this dilemma on one of the player's completed missions. At the end of the player's turns, the opponent may place a dilemma beneath this mission from beneath another mission. Card number 10C18.

Game Play: Unless the player has personnel with the skills of Astrometrics, Navigation, and a total Cunning greater than 30 or total ship's attributes greater than 21, this dilemma is placed on the player's ship and all of the player's personnel are stopped. While on a ship, at the start of each of the player's turns, they choose an opponent. That opponent may search their draw deck for a Damage card and place it on the ship. Card number 10R19

Game Play: When this card is played, the player's opponent places the top card of his or her dilemma pile face up beneath the currant mission. Unless the player has personnel with the skills of Astrometrics, Engineer, and Navigation or Biology, Medical, and Science, they randomly select a personnel to be killed. This may be prevented by the player randomly selecting two personnel to be stopped. This card is First Edition Compatible. Card number 10U20.

Equipment

Game Play: While in combat, each of the player's Voyager resident personnel increases their Strength by one. While facing a dilemma at a Delta Quadrant mission, each Voyager resident Security personnel present increases their strength by one. Card number 10C21.

Game Play: When the player's personnel present are facing a dilemma at a Delta Quadrant mission, the player may discard a card from hand to make each Voyager resident personnel with Biology and each Voyager resident personnel with Science increase their attributes by one until the end of that dilemma. Card number 10U22.

Events

A Sight for Sore Eyes - This card also has a foil version

Game Play: To play this event, the player must command three Starfleet affiliation personnel. This card plays in the main area. At the start of each of the players turns, they score five points. At the end of each of the player's turns, if they have at least five points, they lose five points. This card is First Edition compatible. Card number 10R23.

"I'm sure I speak on behalf of my entire crew when I say... It's good to be home!"

Captain Jonathan Archer

Comfessions of a Captain

Game Play: This card plays in the main area. While the player's Federation affiliation, Voyager resident personnel with the skill of Leadership is attempting a mission, the player may discard this event to make that personnel gain a skill from a Federation affiliation, Voyager resident personnel present until the end of this turn. Card number 10U24.

"Maybe the distance is necessary."

Captain Kathryn Janeway

Dark Pursuit - This card also has a foil version

Game Play: To play this event, the player must command three Romulan affiliation personnel. This card plays in the main area. When the opponent on the player's right has their personnel begin a mission attempt, the player may draw one extra dilemma for each Pursuit card they command. Card number 10R25.

Game Play: This card plays in the main area. When the player has drawn dilemmas, they may discard this event and remove those dilemmas from the game to search their dilemma pile for up to two dilemmas whose total cost does not exceed the number of dilemmas removed. Those dilemmas are placed on the player's dilemma stack in any order. The dilemma pile is then shuffled. Card number 10U26.

Game Play: To play this event, the player must command a headquarters mission. This card plays on your Caretaker's Array. Cards an opponent owns cannot prevent or destroy this event. When a card instructs the player to place a personnel on their headquarters mission, that personnel may be placed aboard your Voyager resident ship instead. Once per turn, the player may discard a card from hand to search their deck for a Voyager resident ship and shuffle their draw deck. Card number 10C27.

Game Play: This card plays in the main area. If the player's opponent moves from a mission where the player has a ship with its matching Commander aboard, this event is placed on that ship. When the opponent's personnel attempt that mission, the player may draw an extra dilemma and spend one extra counter on dilemmas. Card number 10C28.

"The Defiant has recloaked. Its last known heading was one-four-eight, mark two-one-five."

Unknown

Making It Work

Game Play: The player may discard a card from hand when this event is played. If they do, this card is returned to the player's hand instead of being discard. To play this event, the player must command three Voyager resident personnel. When this event is played, the player may removed a damage card from their ship. Discard this event. Card number 10C29.

Image Source: Lieutenant Tom Paris at the helm of the USS Voyager looking at Earth on the viewscreen in VOY: "Endgame".

So far from home, the USS Voyager had to rely on alien technology and her crew's resourcefulness to keep the ship up and running.

New Discovery

Game Play: This card plays in the main area. When the player's ship moves from a mission where an opponent has a ship, the player may examine the top two dilemmas of that opponent's dilemma pile and replace them in any order. Card number 10U30.

Game Play: This card plays in the main area. When the player's opponent moves from a mission where the player has a staffed ship, they may take a dilemma from beneath that mission and return it to its owner's dilemma pile. Card number 10R31.

"You and Mr. Sulu will match its course and speed exactly, move for move. If he has sensors, he should think we're a reflection, an echo."

Captain James T. Kirk

Political Putsch

Game Play: To play this event, the player must command two Bajoran affiliation personnel who each have the skill of Treachery. This card plays in the main area. When the player plays this event, they remove all events in each player's discard pile from the game. When an event is played, prevent that event and remove it from the game unless that event's owner has an event in his or her discard pile. Card number 10R32.

Game Play: To play this event, the player must command three Ferengi affiliation personnel. This card plays in the main area. At the start of each of the player's turns, they may destroy this event to spend an additional counter this turn for each card on this event. Once per turn, the player may stop their Ferengi affiliation personnel to place a card from hand on this event. Card number 10R33.

Game Play: The player counts the number of cards in their hand and discards their hand to draw an equal number of cards. Then, if they command a Borg personnel, they draw two additional cards. Discard this event. This card is First Edition compatible. Card number 10U34.

"I'm offering you freedom from the Collective, and I assure you we'll do everything we can to help the transition."

Captain Kathryn Janeway

The Dominion Will Prevail

Game Play: This card plays in the main area. The player may discard this event to begin an engagement involving their Dominion affiliation personnel with the skill of Officer. If the player wins, the opponent on their left places the top two dilemmas of his or her dilemma pile beneath one of the player's non-headquarters missions. Card number 10R35.

The Long Journey Home - This card also has a foil version

Game Play: To play this event, the player must command three Voyager resident personnel. This card plays on the player's Caretaker's Array. When the player commands four completed Delta Quadrant space mission and have 100 or more points, they win the game. Card number 10R36.

Image Source: The USS Voyager at warp.

"Mr. Paris, set a course for home."

Captain Kathryn Janeway

The Spirit of Kahless

Game Play: This card plays in the main area. The player may discard this event to begin combat involving their Klingon affiliation personnel who have the skill of Honor. If the player wins, the opponent on their left places the top two dilemmas of his or her dilemma pile beneath one of the player's non-headquarters missions. Card number 10R37.

"When we return to the Klingon Empire, I will seek out Keedera himself and tell him of your glorious tale, and he will write a song worthy of you."

General Martok

Interrupts

A Long Road

Game Play: To play this interrupt, the player must command a personnel with the skill of Navigation. When played, the player discards a card from hand to take up to two Pursuit cards from their discard pile into hand. This card is First Edition compatible. Card number 10C38.

Game Play: To play this interrupt, the player must command three Voyager resident personnel. When the player's personnel begin a mission attempt, an opponent (player's choice) reveals the top three cards of his or her dilemma pile. The player replaces those dilemmas in the same order. The player then may have the opponent shuffle his or her dilemma pile. Card number 10C39.

"Everything that you see in this room here - everything - one of a kind. Unique. All original."

Kivas Fajo

Preventative Ritual

Game Play: To play this interrupt, the player must command three Romulan affiliation personnel. The player may reveal the top four cards of an opponent's deck and place one of those cards on the bottom of that deck. The player then replaces the remaining cards in any order on top of that deck. Card number 10U41.

Game Play: To play this interrupt, the player must discard the top three cards of their deck. When the player is about to draw dilemmas, they draw one extra dilemma and spend one extra counter in total cost on dilemmas. Card number 10R42.

Game Play: To play this interrupt, the player must command three Ferengi affiliation personnel. The player chooses an opponent to reveal his or her hand. The player may draw a card for each interrupt revealed. This card is First Edition compatible. Card number 10C43.

Game Play: When the player's opponent's ship is about to move from a mission where the player has a staffed ship that has its matching Commander aboard, the player may discard an event from hand to make that opponent's ship decrease its Range by three until the end of the turn. Card number 10U44.

Game Play: While the player's personnel aboard a ship are facing a dilemma, they may move their staffed ship to that mission from a different mission and place one of their personnel aboard the ship attempting the mission. That personnel joins the mission attempt. This card is First Edition compatible. Card number 10R45.

Missions

Game Play: At the start of each of the player's turns, they may discard a card from hand to download the event "Finding Our Way." When a card instructs the player to place a ship at their headquarters mission, that ship may be placed at this mission instead. Card number 10U46.

Game Play: When a ship is about to move between another Delta Quadrant mission and this mission, the player subtracts one from the Range required. This card is First Edition compatible. Card number 10U47.

Game Play: When the player completes this mission, they may place any number of personnel on your ship here from your ship at an Alpha Quadrant mission. This card is First Edition compatible. Card number 10U48.

Personnel

Bajoran

Game Play: While this personnel is attempting a mission, the player may remove a card in their discard pile from the game to add its cost to this personnel's attributes until the end of the mission attempt. This may be done only once each turn. Card number 10R53.

Borg

Game Play: When the player's unique Borg present is about to be stopped, they may discard a random card from hand and stop this personnel to prevent that. This card is First Edition compatible. The card number was misprinted as 10R57. It should be 10R56.

Game Play: The player may stop this personnel to take a non-dilemma card they own from the top of their event into hand. This card is First Edition compatible. The card number was misprinted as 10U56. It should be 10U57.

Cardassian

Game Play: While this personnel is aboard the player's Trager and this personnel is facing a dilemma, the player may meet the skills of Diplomacy and Honor using Treachery instead. This card is First Edition compatible. Card number 10R58.

Image Source: Gul Macet on the bridge of his ship in TNG: "The Wounded".

"You expect us to believe you are using every means at your disposal to track down one of your own?"

Gul Macet

Dominion

Umat'Adan, Eager Fifth

Game Play: While this personnel is facing a dilemma, the player may return their non-Alpha Jem'Hadar present to its owner's hand to increase this personnel's attributes by two until the end of that dilemma. This card is First Edition compatible. Card number 10C59.

Game Play: If this personnel is aboard the player's ship, the player discards a card from hand to remove a Damage card from that ship. This may be done only once each turn. This card is First Edition compatible. Card number 10U61.

Game Play: When this personnel is placed in his owner's discard pile from play, the player may take an event from their discard pile into their hand. This card is First Edition compatible. Card number 10U62.

Game Play: While this personnel is attempting a Delta Quadrant mission, the player may increase his attributes by three until the end of the turn. If this is done and the mission attempt is failed, this personnel is killed (discarded). Otherwise, he is stopped. This may be done only once each turn. Card number 10U64.

Game Play: While this personnel is facing a dilemma at a Delta Quadrant mission, each of the player's personnel present with the skill of Programming increases their attributes by one. This card is First Edition compatible. Card number 10R66.

Game Play: At the start of each of the player's turns, they may examine the top card of an opponent's deck. The player may choose to place that card on the bottom of its owner's deck. This card is First Edition compatible. Card number 10U71.

Game Play: While this personnel is facing a dilemma on the player's opponent's dilemma stack, the player may kill her to make each Voyager resident personnel present increase their attributes by one until the end of this turn. Card number 10C74.

Game Play: The player may destroy their staffed Earth resident ship or their staffed TNG resident ship to make all their personnel increase their attributes by three until the end of this turn. This may be done only once each turn. Card number 10R75.

Game Play: When this personnel uses a skill, the player's Federation affiliation personnel with the skills of either Leadership or Officer have their attributes decreased by one until the end of the turn. Card number 10U80.

Game Play: When the player's Voyager resident personnel present is about to be killed by a dilemma that costs three or more, the player may discard two cards from hand to stop that personnel instead. Card number 10R83.

Game Play: While this personnel is facing a dilemma that requires the skills of Officer or Security at a Delta Quadrant mission, his attributes increase by two and he gains an additional level of Security. This card is First Edition compatible. Card number 10R85.

Ferengi

Game Play: While this personnel is present with an Alternate Universe resident personnel, his attributes are increased by two and he gains an additional level of the Acquisition skill and gains the skills of Diplomacy and Treachery. This card is First Edition compatible. Card number 10R86.

Klingon

Game Play: If the player wishes, they may stop their Klingon with the skill of Honor that is present and destroy an event in their main play area to take an event from their discard pile into hand. This card is First Edition compatible. Card number 10U89.

Game Play: When this personnel is involved in combat and the player commands more Assault events than each of their opponents, the player may kill this personnel to unstop each of their Klingon personnel present at the end of that combat. This card is First Edition compatible. Card number 10U90.

Game Play: When the player's Host or Klingon with the skill of Honor present is about to be stopped by a dilemma, the player may discard an event from hand to prevent that. This card is First Edition compatible. Card number 10U91.

Image Source: Worf during his wedding in DS9 "You Are Cordially Invited".

"I am alone."

Worf

Non-Aligned

Game Play: While this personnel is present with a personnel who is not Non-Aligned, he loses the skill of Honor and gains the skills of Transporters and Treachery. This card is First Edition compatible. Card number 10C92

Game Play: While this personnel is attempting a mission, the player may reveal three Androids from their hand to increase her attributes by four and gain any two skills until the end of the turn. If this is done, she is killed at the end of this turn. This may be done only once each turn. This card is First Edition compatible. Card number 10R94.

Game Play: If the player wishes, this personnel may gain one skill and one keyword from one of the player's personnel present. She keeps that skill and keyword until the player wishes to change them. This card is First Edition compatible. Card number 10U95.

Game Play: When one of the player's non-Andorian personnel present is about to be stopped by a dilemma, the player may stop this personnel to prevent that. This card is First Edition compatible. Card number 10U97.

"I'm not going to entrust the security of Andoria to the pinkskins, or anyone else!"

Game Play: At the start of each of the player's turns, they may reveal a random card from an opponent's hand for each completed mission they command. The player then chooses one of those cards to be placed on the bottom of that opponent's deck. Card number 10R98.

Game Play: If the player does not command a completed space mission, they discard a random card from hand to place the ship this personnel is aboard at the player's incomplete space mission. This may be done only once each turn. Card number 10R99.

Each member of the Imperial Guard is trained in every aspect of warship operations.

Game Play: For each Temporal event in the player's main area, this personnel increases his attributes by one (to a limit of four). When the player does not command a Temporal event, this personnel is placed in his owner's discard pile. This card is First Edition compatible. Card number 10U100.

Starfleet

Game Play: While this personnel is facing a dilemma and the first mission that the player completed this game was a space mission, the player may stop this personnel to replace all levels of any one skill in that dilemma's requirements with 2 Engineer. This may be done only once each turn. Card number 10R103.

Federation

Game Play: While the player does not command a headquarters mission, they may play this ship at their Caretaker's Array or at the same mission as their USS Voyager. While they command six or more personnel aboard this ship, its Range is reduced by two. This ship increases its attributes by one for each personnel aboard with the skill of Navigation. Card number 10C107.

Game Play: While the player does not command a headquarters mission, they may play this ship at their Caretaker's Array or at the same mission as their USS Voyager. While they command six or more personnel aboard this ship, its Range is reduced by two. While the player commands a Temporal event in their main area, this ship increases its Range by three. Card number 10C108.

Game Play: When an opponent's ship moves to the same mission as this ship, if this ship's Commander is aboard, the opponent's ship is stopped. This card is First Edition compatible. Card number 10R109.

Game Play: When this ship is played, for each TNG resident personnel with the skill of Leadership is at this mission, this ship's cost is reduced by one. If the player wishes, they may stop their Federation affiliation personnel with the skill of Diplomacy that is aboard this ship to have each player return an event with no cards on it that he or she commands to its owner's hand. Card number 10R111.

Game Play: While the player does not command a headquarters mission, they may play this ship at their Caretaker's Array. While this ship is at a Delta Quadrant mission, the player may play Voyager resident personnel, Non-Aligned personnel, and equipment aboard this ship. When this ship is played, the player may place up to two Voyager resident personnel from their hand aboard this ship. Card number 10C112.

Game Play: While the player commands eight or more personnel aboard this ship, its Range is reduced by three. When this ship is about to move between the player's headquarters mission and non-headquarters mission, the Range is reduced by one. If the player wishes, they may discard two events from hand to make this ship increase its Range by two until the end of this turn. Card number 10R113.

Ferengi

Game Play: If this ship has its Commander aboard, the player may discard a Rule card from their hand to add the discarded card's cost to the Range of this ship. This may be done only once each turn. Card number 10R114.

The Krayton was the first Ferengi vessel allowed to attend the bi-annual Trade Agreements conference on Betazed. While they made a significant profit, DaiMon Tog's abduction of Federation citizens ensured that the Ferengi would not be invited back.

Klingon

Game Play: When the player wins an engagement with this ship and its Commander is aboard it, the player may place a Klingon affiliation personnel from hand aboard this ship. This card is First Edition compatible. Card number 10U116.

Non-Aligned

Game Play: While the player does not command a headquarters mission, they may play this ship at their Caretaker's Array or at the same mission as the player's USS Voyager. While the player has six or more events in their discard pile, this ship increases its attributes by three. Card number 10C117.

Game Play: While the player has this ship's Commander aboard, this ship increases its attributes by one for each personnel aboard that is not Non-Aligned (to a limit of four). This card is First Edition compatible. Card number 10R119.

Starfleet

Columbia NX-02, The Second Warp Five Ship - This card also has a foil version

Game Play: While the first mission that the player has completed this game was a space mission, this ship increases its attributes by one. While a personnel aboard this ship is facing a dilemma, the player may discard a card from hand to have that personnel gains the skills of Astrometrics or Science until the end of the mission attempt. Card number 10R120.

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